Created
January 11, 2015 20:11
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using UnityEngine; | |
public class PlayerMovement : MonoBehaviour | |
{ | |
public float speed = 6f; | |
Vector3 movement; | |
Animator anim; | |
Rigidbody playerRigidbody; | |
int floorMask; | |
float camRayLength = 100f; | |
void Awake () | |
{ | |
floorMask = LayerMask.GetMask ("Floor"); | |
anim = GetComponent<Animator> (); | |
playerRigidbody = GetComponent<Rigidbody> (); | |
} | |
void FixedUpdate () | |
{ | |
float h = Input.GetAxisRaw ("Horizontal"); | |
float v = Input.GetAxisRaw ("Vertical"); | |
Move (h, v); | |
Turning (); | |
Animating (h, v); | |
} | |
void Move (float h, float v) | |
{ | |
movement.Set (h, 0, v); | |
movement = movement.normalized * speed * Time.deltaTime; | |
playerRigidbody.MovePosition (transform.position + movement); | |
} | |
void Turning () | |
{ | |
Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition); | |
RaycastHit floorHit; | |
if (Physics.Raycast (camRay, out floorHit, camRayLength, floorMask)) { | |
Vector3 playerToMouse = floorHit.point - transform.position; | |
playerToMouse.y = 0f; | |
Quaternion newRotation = Quaternion.LookRotation (playerToMouse); | |
playerRigidbody.MoveRotation (newRotation); | |
} | |
} | |
void Animating (float h, float v) | |
{ | |
bool walking = h != 0f || v != 0f; | |
anim.SetBool ("IsWalking", walking); | |
} | |
} |
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